- game ready status bugfix
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14bd71c250
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@ -1548,25 +1548,34 @@ void MenuStateCustomGame::update() {
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GameSettings gameSettings;
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GameSettings gameSettings;
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loadGameSettings(&gameSettings);
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loadGameSettings(&gameSettings);
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int factionCount = 0;
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for(int i= 0; i< mapInfo.players; ++i) {
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for(int i= 0; i< mapInfo.players; ++i) {
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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if(hasNetworkGameSettings() == true) {
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if(hasNetworkGameSettings() == true) {
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if(listBoxControls[i].getSelectedItemIndex() == ctHuman) {
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if(listBoxControls[i].getSelectedItemIndex() != ctClosed) {
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switch(gameSettings.getNetworkPlayerStatuses(i)) {
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int slotIndex = factionCount;
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case npst_BeRightBack:
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if(listBoxControls[i].getSelectedItemIndex() == ctHuman) {
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labelPlayerStatus[i].setText(lang.get("PlayerStatusBeRightBack"));
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switch(gameSettings.getNetworkPlayerStatuses(slotIndex)) {
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break;
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case npst_BeRightBack:
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case npst_Ready:
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labelPlayerStatus[i].setText(lang.get("PlayerStatusBeRightBack"));
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labelPlayerStatus[i].setText(lang.get("PlayerStatusReady"));
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break;
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break;
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case npst_Ready:
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case npst_PickSettings:
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labelPlayerStatus[i].setText(lang.get("PlayerStatusReady"));
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labelPlayerStatus[i].setText(lang.get("PlayerStatusSetup"));
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break;
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break;
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case npst_PickSettings:
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default:
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labelPlayerStatus[i].setText(lang.get("PlayerStatusSetup"));
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labelPlayerStatus[i].setText("");
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break;
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break;
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default:
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labelPlayerStatus[i].setText("");
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break;
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}
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}
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}
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else {
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labelPlayerStatus[i].setText("");
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}
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factionCount++;
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}
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}
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else {
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else {
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labelPlayerStatus[i].setText("");
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labelPlayerStatus[i].setText("");
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